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Space Stations and lagg


NikodemusDSD

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I wanted to pop in here before too much misinformation got spread around.

First off, no computer sold in the last 10 years has less than 2 cores. Single core machines are extinct. There is no reason to consider them in this discussion.

Second off, the Unity engine already does multithreading for a lot of stuff, the problem is that physics isn't multithreaded.

On to the physics. The main problem is the lack of a cylinder collider in Unity, forcing them to use mesh colliders. The lack of a cylinder collider is due to the high mathematical complexity of doing cylinder collisions. With U5, the PhysX is being upgraded to v3.3, which has more support for physics multithreading, however I have heard that situations like KSP, where the calculations are a series of linked objects, cannot be multithreaded. I haven't been able to find any definitive verification of that though. Whatever it may be, I wouldn't advise getting your hopes up about what is possible until we have better info.

Also note, performance of other games like the Battlefield series are primarily based on graphics, not physics, so they don't really apply.

EDIT: Whoops, I pushed quote instead of edit :(

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Also note, performance of other games like the Battlefield series are primarily based on graphics, not physics, so they don't really apply.

Too bad KSP is a game that is all about physics, because of course, Unity uses only one core for that. This is why Unity 5 is so important, it has made many of us (including the devs) very excited!

Edited by Rthsom
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